uniform mat4 boneMat[32]; //72/3 == 24 bones. We cant use 4x3mat bcos ATI drivers suck
attribute vec4 boneIds;   //Upto 4 bones per vertex
attribute vec4 boneWeights; //Upto 4 weights for 4 bones
	
void main()
{	

	vec4 final = vec4 (0,0,0,1);
	vec3 finalN = vec3 (0,0,0);
	final = boneMat[0] * final;
	final.x += boneWeights.x;
				
	gl_Position = ftransform() + final;
	gl_FrontColor = vec4(1,1,1, 1);	
}

